From 7d61705c3c669cea77536f6bad4383790277c167 Mon Sep 17 00:00:00 2001 From: Adam Frisby Date: Tue, 22 Jan 2008 00:33:05 +0000 Subject: * Renamed a number of TerrainEngine functions to conform naming standards better. --- OpenSim/Region/Environment/Scenes/Scene.cs | 11 ++++++----- 1 file changed, 6 insertions(+), 5 deletions(-) (limited to 'OpenSim/Region/Environment/Scenes/Scene.cs') diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs index 7175d83..64b9abb 100644 --- a/OpenSim/Region/Environment/Scenes/Scene.cs +++ b/OpenSim/Region/Environment/Scenes/Scene.cs @@ -685,7 +685,7 @@ namespace OpenSim.Region.Environment.Scenes private void UpdateTerrain() { - if (Terrain.Tainted() && !Terrain.StillEditing()) + if (Terrain.IsTainted() && !Terrain.IsUserStillEditing()) { CreateTerrainTexture(true); @@ -706,7 +706,7 @@ namespace OpenSim.Region.Environment.Scenes { for (int y = 0; y < 16; y++) { - if (Terrain.Tainted(x*16, y*16)) + if (Terrain.IsTainted(x*16, y*16)) { client.SendLayerData(x, y, terData); } @@ -807,6 +807,7 @@ namespace OpenSim.Region.Environment.Scenes public void LoadWorldMap(string filename) { Terrain.LoadFromFileF32(filename); + Terrain.SaveRevertMap(); } /// @@ -823,7 +824,7 @@ namespace OpenSim.Region.Environment.Scenes if (string.IsNullOrEmpty(m_regInfo.EstateSettings.terrainFile)) { MainLog.Instance.Verbose("TERRAIN", "No default terrain. Generating a new terrain."); - Terrain.HillsGenerator(); + Terrain.SetDefaultTerrain(); m_storageManager.DataStore.StoreTerrain(Terrain.GetHeights2DD(), RegionInfo.RegionID); } @@ -838,7 +839,7 @@ namespace OpenSim.Region.Environment.Scenes { MainLog.Instance.Verbose("TERRAIN", "No terrain found in database or default. Generating a new terrain."); - Terrain.HillsGenerator(); + Terrain.SetDefaultTerrain(); } m_storageManager.DataStore.StoreTerrain(Terrain.GetHeights2DD(), RegionInfo.RegionID); } @@ -885,7 +886,7 @@ namespace OpenSim.Region.Environment.Scenes public void CreateTerrainTexture(bool temporary) { //create a texture asset of the terrain - byte[] data = Terrain.ExportJpegImage("defaultstripe.png"); + byte[] data = Terrain.WriteJpegImage("defaultstripe.png"); m_regInfo.EstateSettings.terrainImageID = LLUUID.Random(); AssetBase asset = new AssetBase(); asset.FullID = m_regInfo.EstateSettings.terrainImageID; -- cgit v1.1